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implemented r_glsl_usegeneric cvar, this causes generic GLSL shaders to
[xonotic/darkplaces.git] / r_explosion.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20
21 #include "quakedef.h"
22 #include "cl_collision.h"
23
24 #define MAX_EXPLOSIONS 64
25 #define EXPLOSIONGRID 8
26 #define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
27 #define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
28
29 static int numexplosions = 0;
30
31 static float explosiontexcoord2f[EXPLOSIONVERTS][2];
32 static int explosiontris[EXPLOSIONTRIS][3];
33 static int explosionnoiseindex[EXPLOSIONVERTS];
34 static vec3_t explosionpoint[EXPLOSIONVERTS];
35
36 typedef struct explosion_s
37 {
38         float starttime;
39         float endtime;
40         float time;
41         float alpha;
42         float fade;
43         vec3_t origin;
44         vec3_t vert[EXPLOSIONVERTS];
45         vec3_t vertvel[EXPLOSIONVERTS];
46         qboolean clipping;
47 }
48 explosion_t;
49
50 static explosion_t explosion[MAX_EXPLOSIONS];
51
52 static rtexture_t       *explosiontexture;
53 static rtexture_t       *explosiontexturefog;
54
55 static rtexturepool_t   *explosiontexturepool;
56
57 cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1", "enables collision detection for explosion shell (so that it flattens against walls and floors)"};
58 static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1", "enables rendering of explosion shells (see also cl_particles_explosions_shell)"};
59
60 static void r_explosion_start(void)
61 {
62         int x, y;
63         unsigned char noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
64         explosiontexturepool = R_AllocTexturePool();
65         fractalnoise(&noise1[0][0], 128, 32);
66         fractalnoise(&noise2[0][0], 128, 4);
67         fractalnoise(&noise3[0][0], 128, 4);
68         for (y = 0;y < 128;y++)
69         {
70                 for (x = 0;x < 128;x++)
71                 {
72                         int j, r, g, b, a;
73                         j = (noise1[y][x] * noise2[y][x]) * 3 / 256 - 128;
74                         r = (j * 512) / 256;
75                         g = (j * 256) / 256;
76                         b = (j * 128) / 256;
77                         a = noise3[y][x] * 3 - 128;
78                         data[y][x][2] = bound(0, r, 255);
79                         data[y][x][1] = bound(0, g, 255);
80                         data[y][x][0] = bound(0, b, 255);
81                         data[y][x][3] = bound(0, a, 255);
82                 }
83         }
84         explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
85         for (y = 0;y < 128;y++)
86                 for (x = 0;x < 128;x++)
87                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
88         explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
89         // note that explosions survive the restart
90 }
91
92 static void r_explosion_shutdown(void)
93 {
94         R_FreeTexturePool(&explosiontexturepool);
95 }
96
97 static void r_explosion_newmap(void)
98 {
99         numexplosions = 0;
100         memset(explosion, 0, sizeof(explosion));
101 }
102
103 static int R_ExplosionVert(int column, int row)
104 {
105         int i;
106         float yaw, pitch;
107         // top and bottom rows are all one position...
108         if (row == 0 || row == EXPLOSIONGRID)
109                 column = 0;
110         i = row * (EXPLOSIONGRID + 1) + column;
111         yaw = ((double) column / EXPLOSIONGRID) * M_PI * 2;
112         pitch = (((double) row / EXPLOSIONGRID) - 0.5) * M_PI;
113         explosionpoint[i][0] = cos(yaw) *  cos(pitch);
114         explosionpoint[i][1] = sin(yaw) *  cos(pitch);
115         explosionpoint[i][2] =        1 * -sin(pitch);
116         explosiontexcoord2f[i][0] = (float) column / (float) EXPLOSIONGRID;
117         explosiontexcoord2f[i][1] = (float) row / (float) EXPLOSIONGRID;
118         explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
119         return i;
120 }
121
122 void R_Explosion_Init(void)
123 {
124         int i, x, y;
125         i = 0;
126         for (y = 0;y < EXPLOSIONGRID;y++)
127         {
128                 for (x = 0;x < EXPLOSIONGRID;x++)
129                 {
130                         explosiontris[i][0] = R_ExplosionVert(x    , y    );
131                         explosiontris[i][1] = R_ExplosionVert(x + 1, y    );
132                         explosiontris[i][2] = R_ExplosionVert(x    , y + 1);
133                         i++;
134                         explosiontris[i][0] = R_ExplosionVert(x + 1, y    );
135                         explosiontris[i][1] = R_ExplosionVert(x + 1, y + 1);
136                         explosiontris[i][2] = R_ExplosionVert(x    , y + 1);
137                         i++;
138                 }
139         }
140
141         Cvar_RegisterVariable(&r_explosionclip);
142         Cvar_RegisterVariable(&r_drawexplosions);
143
144         R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap);
145 }
146
147 void R_NewExplosion(const vec3_t org)
148 {
149         int i, j;
150         float dist, n;
151         explosion_t *e;
152         trace_t trace;
153         unsigned char noise[EXPLOSIONGRID*EXPLOSIONGRID];
154         fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
155         for (i = 0, e = explosion;i < MAX_EXPLOSIONS;i++, e++)
156         {
157                 if (!e->alpha)
158                 {
159                         numexplosions = max(numexplosions, i + 1);
160                         e->starttime = cl.time;
161                         e->endtime = cl.time + cl_explosions_lifetime.value;
162                         e->time = e->starttime;
163                         e->alpha = cl_explosions_alpha_start.value;
164                         e->fade = (cl_explosions_alpha_start.value - cl_explosions_alpha_end.value) / cl_explosions_lifetime.value;
165                         e->clipping = r_explosionclip.integer != 0;
166                         VectorCopy(org, e->origin);
167                         for (j = 0;j < EXPLOSIONVERTS;j++)
168                         {
169                                 // calculate start origin and velocity
170                                 n = noise[explosionnoiseindex[j]] * (1.0f / 255.0f) + 0.5;
171                                 dist = n * cl_explosions_size_start.value;
172                                 VectorMA(e->origin, dist, explosionpoint[j], e->vert[j]);
173                                 dist = n * (cl_explosions_size_end.value - cl_explosions_size_start.value) / cl_explosions_lifetime.value;
174                                 VectorScale(explosionpoint[j], dist, e->vertvel[j]);
175                                 // clip start origin
176                                 if (e->clipping)
177                                 {
178                                         trace = CL_Move(e->origin, vec3_origin, vec3_origin, e->vert[j], MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
179                                         VectorCopy(trace.endpos, e->vert[i]);
180                                 }
181                         }
182                         break;
183                 }
184         }
185 }
186
187 static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
188 {
189         int surfacelistindex = 0;
190         const int numtriangles = EXPLOSIONTRIS, numverts = EXPLOSIONVERTS;
191         rmeshstate_t m;
192         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
193         GL_DepthMask(false);
194         GL_DepthRange(0, 1);
195         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
196         GL_DepthTest(true);
197         GL_CullFace(r_refdef.view.cullface_back);
198         R_Mesh_Matrix(&identitymatrix);
199
200         R_SetupGenericShader(true);
201         R_Mesh_ColorPointer(NULL, 0, 0);
202         memset(&m, 0, sizeof(m));
203         m.tex[0] = R_GetTexture(explosiontexture);
204         m.pointer_texcoord[0] = explosiontexcoord2f[0];
205         R_Mesh_TextureState(&m);
206         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
207         {
208                 const explosion_t *e = explosion + surfacelist[surfacelistindex];
209                 R_Mesh_VertexPointer(e->vert[0], 0, 0);
210                 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
211                 GL_Color(e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, 1);
212                 GL_LockArrays(0, numverts);
213                 R_Mesh_Draw(0, numverts, numtriangles, explosiontris[0], 0, 0);
214                 GL_LockArrays(0, 0);
215         }
216 }
217
218 static void R_MoveExplosion(explosion_t *e)
219 {
220         int i;
221         float dot, end[3], frametime;
222         trace_t trace;
223
224         frametime = cl.time - e->time;
225         e->time = cl.time;
226         e->alpha = e->alpha - (e->fade * frametime);
227         if (e->alpha < 0 || cl.time > e->endtime)
228         {
229                 e->alpha = 0;
230                 return;
231         }
232         for (i = 0;i < EXPLOSIONVERTS;i++)
233         {
234                 if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
235                 {
236                         VectorMA(e->vert[i], frametime, e->vertvel[i], end);
237                         if (e->clipping)
238                         {
239                                 trace = CL_Move(e->vert[i], vec3_origin, vec3_origin, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
240                                 if (trace.fraction < 1)
241                                 {
242                                         // clip velocity against the wall
243                                         dot = -DotProduct(e->vertvel[i], trace.plane.normal);
244                                         VectorMA(e->vertvel[i], dot, trace.plane.normal, e->vertvel[i]);
245                                 }
246                                 VectorCopy(trace.endpos, e->vert[i]);
247                         }
248                         else
249                                 VectorCopy(end, e->vert[i]);
250                 }
251         }
252 }
253
254 void R_DrawExplosions(void)
255 {
256         int i;
257
258         if (!r_drawexplosions.integer)
259                 return;
260
261         for (i = 0;i < numexplosions;i++)
262         {
263                 if (explosion[i].alpha)
264                 {
265                         R_MoveExplosion(&explosion[i]);
266                         if (explosion[i].alpha)
267                                 R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
268                 }
269         }
270         while (numexplosions > 0 && explosion[i-1].alpha <= 0)
271                 numexplosions--;
272 }
273